@antv/l7-layers 2.19.9 → 2.19.10

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Files changed (75) hide show
  1. package/es/core/BaseLayer.d.ts +0 -2
  2. package/es/core/BaseLayer.js +15 -34
  3. package/es/core/BaseModel.js +4 -19
  4. package/es/core/CommonStyleAttribute.js +20 -0
  5. package/es/core/constant.d.ts +6 -0
  6. package/es/core/constant.js +19 -0
  7. package/es/core/interface.d.ts +2 -0
  8. package/es/geometry/models/plane.js +1 -2
  9. package/es/geometry/models/sprite.js +1 -2
  10. package/es/line/index.js +1 -1
  11. package/es/line/models/arc.js +10 -13
  12. package/es/line/models/arc_3d.js +2 -2
  13. package/es/line/models/earthArc_3d.js +2 -2
  14. package/es/line/models/great_circle.js +6 -7
  15. package/es/line/models/line.js +7 -10
  16. package/es/line/models/linearline.js +5 -4
  17. package/es/line/models/simpleLine.js +6 -5
  18. package/es/line/models/wall.js +4 -5
  19. package/es/line/shaders/dash/arc_dash_frag.glsl +0 -4
  20. package/es/line/shaders/dash/arc_dash_vert.glsl +1 -3
  21. package/es/line/shaders/dash/line_dash_frag.glsl +0 -1
  22. package/es/line/shaders/line_arc_3d_frag.glsl +2 -4
  23. package/es/line/shaders/line_arc_3d_vert.glsl +2 -1
  24. package/es/line/shaders/line_arc_frag.glsl +1 -4
  25. package/es/line/shaders/line_arc_great_circle_frag.glsl +4 -5
  26. package/es/line/shaders/line_arc_great_circle_vert.glsl +1 -2
  27. package/es/line/shaders/line_arc_vert.glsl +3 -5
  28. package/es/line/shaders/line_frag.glsl +12 -12
  29. package/es/line/shaders/line_vert.glsl +2 -0
  30. package/es/line/shaders/linear/arc_linear_vert.glsl +1 -2
  31. package/es/line/shaders/linear/line_linear_frag.glsl +0 -1
  32. package/es/line/shaders/linearLine/line_linear_vert.glsl +1 -2
  33. package/es/line/shaders/simple/simpleline_linear_frag.glsl +2 -2
  34. package/es/line/shaders/simple/simpleline_vert.glsl +1 -2
  35. package/es/plugins/DataMappingPlugin.js +3 -4
  36. package/es/polygon/models/ocean.js +1 -2
  37. package/es/polygon/models/water.js +1 -2
  38. package/lib/core/BaseLayer.js +15 -34
  39. package/lib/core/BaseModel.js +4 -19
  40. package/lib/core/CommonStyleAttribute.js +20 -0
  41. package/lib/core/constant.js +27 -0
  42. package/lib/geometry/models/plane.js +1 -2
  43. package/lib/geometry/models/sprite.js +1 -2
  44. package/lib/line/index.js +1 -1
  45. package/lib/line/models/arc.js +10 -13
  46. package/lib/line/models/arc_3d.js +2 -2
  47. package/lib/line/models/earthArc_3d.js +2 -2
  48. package/lib/line/models/great_circle.js +6 -7
  49. package/lib/line/models/line.js +7 -10
  50. package/lib/line/models/linearline.js +5 -4
  51. package/lib/line/models/simpleLine.js +6 -5
  52. package/lib/line/models/wall.js +4 -5
  53. package/lib/line/shaders/dash/arc_dash_frag.glsl +0 -4
  54. package/lib/line/shaders/dash/arc_dash_vert.glsl +1 -3
  55. package/lib/line/shaders/dash/line_dash_frag.glsl +0 -1
  56. package/lib/line/shaders/line_arc_3d_frag.glsl +2 -4
  57. package/lib/line/shaders/line_arc_3d_vert.glsl +2 -1
  58. package/lib/line/shaders/line_arc_frag.glsl +1 -4
  59. package/lib/line/shaders/line_arc_great_circle_frag.glsl +4 -5
  60. package/lib/line/shaders/line_arc_great_circle_vert.glsl +1 -2
  61. package/lib/line/shaders/line_arc_vert.glsl +3 -5
  62. package/lib/line/shaders/line_frag.glsl +12 -12
  63. package/lib/line/shaders/line_vert.glsl +2 -0
  64. package/lib/line/shaders/linear/arc_linear_vert.glsl +1 -2
  65. package/lib/line/shaders/linear/line_linear_frag.glsl +0 -1
  66. package/lib/line/shaders/linearLine/line_linear_vert.glsl +1 -2
  67. package/lib/line/shaders/simple/simpleline_linear_frag.glsl +2 -2
  68. package/lib/line/shaders/simple/simpleline_vert.glsl +1 -2
  69. package/lib/plugins/DataMappingPlugin.js +3 -4
  70. package/lib/polygon/models/ocean.js +1 -2
  71. package/lib/polygon/models/water.js +1 -2
  72. package/package.json +7 -7
  73. package/es/utils/layerData.d.ts +0 -2
  74. package/es/utils/layerData.js +0 -159
  75. package/lib/utils/layerData.js +0 -166
@@ -23,9 +23,9 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
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  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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  /* babel-plugin-inline-import '../shaders/line_arc_3d_frag.glsl' */
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  // arc3d line layer
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- var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying vec4 v_line_data;\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\nuniform float u_opacity;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float opacity = u_opacity;\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_line_data.g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n discard;\n } else {\n gl_FragColor = filterColor(pattern);\n }\n }\n\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
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+ var arc3d_line_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying vec4 v_color;\nvarying vec4 v_line_data;\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying float v_segmentIndex;\nuniform float segmentNumber;\n\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\n\n#pragma include \"picking\"\n\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_line_data.g; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n\n if(u_line_type == LineTypeDash) {\n float flag = 0.;\n float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n flag = 1.;\n }\n gl_FragColor.a *=flag;\n }\n\n if(u_animate.x == Animate && u_line_texture != LineTexture) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n if(u_line_texture == LineTexture && u_line_type != LineTypeDash) { // while load texture\n // float arcRadio = smoothstep( 0.0, 1.0, (v_segmentIndex / segmentNumber));\n float arcRadio = v_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float time = 0.0;\n if(u_animate.x == Animate) {\n time = u_time / u_animate.y;\n }\n float redioCount = arcRadio * count;\n\n float u = fract(redioCount - time);\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_animate.x == Animate) {\n float currentPlane = floor(redioCount - time);\n float textureStep = floor(count * u_animate.z);\n float a = mod(currentPlane, textureStep);\n if(a < textureStep - 1.0) {\n pattern = vec4(0.0);\n }\n }\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= v_color.a;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n discard;\n } else {\n gl_FragColor = filterColor(pattern);\n }\n }\n\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n}\n";
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  /* babel-plugin-inline-import '../shaders/line_arc_3d_vert.glsl' */
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- var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_line_data;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n\n v_color = a_Color;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n v_line_data.g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n v_line_data.b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n v_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n"; // arc3d linear layer
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+ var arc3d_line_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute vec4 a_Color;\nattribute float a_Size;\n\nuniform float u_globel;\nuniform float u_globel_radius;\nuniform float u_global_height: 10;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\nvarying float v_segmentIndex;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_line_data;\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (segmentNumber - 1.0));\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size) / 2.0;\n\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\n\nfloat torad(float deg) {\n return (deg / 180.0) * acos(-1.0);\n}\n\nvec3 lglt2xyz(vec2 lnglat) {\n float pi = 3.1415926;\n // + Math.PI/2 \u662F\u4E3A\u4E86\u5BF9\u9F50\u5750\u6807\n float lng = torad(lnglat.x) + pi / 2.0;\n float lat = torad(lnglat.y);\n\n // \u624B\u52A8\u589E\u52A0\u4E00\u4E9B\u504F\u79FB\uFF0C\u51CF\u8F7B\u9762\u7684\u51B2\u7A81\n float radius = u_globel_radius;\n\n float z = radius * cos(lat) * cos(lng);\n float x = radius * cos(lat) * sin(lng);\n float y = radius * sin(lat);\n return vec3(x, y, z);\n}\n\nvoid main() {\n\n v_color = a_Color;\n v_color.a = v_color.a * opacity;\n vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;\n vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n float d_distance_ratio;\n if(u_line_type == LineTypeDash) {\n d_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / (total_Distance / segmentNumber * segmentIndex);\n }\n if(u_animate.x == Animate) {\n d_distance_ratio = segmentIndex / segmentNumber;\n }\n v_line_data.g = d_distance_ratio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec3 curr = getPos(source, target, segmentRatio);\n vec3 next = getPos(source, target, nextSegmentRatio);\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y);\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n\n\n v_segmentIndex = a_Position.x;\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n\n float arcDistrance = length(source - target);\n float pixelLen = project_pixel_texture(u_icon_step);\n v_line_data.b = floor(arcDistrance/pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n vec2 projectOffset = project_pixel(offset);\n float lineOffsetWidth = length(projectOffset + projectOffset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\n v_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z * thetaOffset, 1.0));\n\n // \u5730\u7403\u6A21\u5F0F\n if(u_globel > 0.0) {\n vec3 startLngLat = lglt2xyz(a_Instance.rg);\n vec3 endLngLat = lglt2xyz(a_Instance.ba);\n float globalRadius = length(startLngLat);\n\n vec3 lineDir = normalize(endLngLat - startLngLat);\n vec3 midPointDir = normalize((startLngLat + endLngLat)/2.0);\n\n // \u7EBF\u7684\u504F\u79FB\n vec3 lnglatOffset = cross(lineDir, midPointDir) * a_Position.y;\n // \u8BA1\u7B97\u8D77\u59CB\u70B9\u548C\u7EC8\u6B62\u70B9\u7684\u8DDD\u79BB\n float lnglatLength = length(a_Instance.rg - a_Instance.ba)/50.0;\n // \u8BA1\u7B97\u98DE\u7EBF\u5404\u4E2A\u8282\u70B9\u76F8\u5E94\u7684\u9AD8\u5EA6\n float lineHeight = u_global_height * (-4.0*segmentRatio*segmentRatio + 4.0 * segmentRatio) * lnglatLength;\n // \u5730\u7403\u70B9\u4F4D\n vec3 globalPoint = normalize(mix(startLngLat, endLngLat, segmentRatio)) * (globalRadius + lineHeight) + lnglatOffset * a_Size;\n \n gl_Position = u_ViewProjectionMatrix * vec4(globalPoint, 1.0);\n }\n \n\n setPickingColor(a_PickingColor);\n}\n"; // arc3d linear layer
29
29
  /* babel-plugin-inline-import '../shaders/linear/arc3d_linear_frag.glsl' */
30
30
  var arc3d_linear_frag = "\n#define Animate 0.0\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_Color;\n\nvarying float v_distance_ratio;\n#pragma include \"picking\"\n\nvoid main() {\n\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n gl_FragColor = v_Color;\n\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n // alpha = smoothstep(0., 1., alpha);\n alpha = clamp(alpha, 0.0, 1.0);\n gl_FragColor.a *= alpha;\n\n // u_animate \n // x enable\n // y duration\n // z interval\n // w trailLength\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
31
31
  /* babel-plugin-inline-import '../shaders/linear/arc3d_linear_vert.glsl' */
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
9
9
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
11
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
13
  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
@@ -21,9 +22,9 @@ var _triangulation = require("../../core/triangulation");
21
22
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
22
23
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
23
24
  /* babel-plugin-inline-import '../shaders/line_arc_great_circle_frag.glsl' */
24
- var line_arc_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_opacity;\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying float v_distance_ratio;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nuniform float segmentNumber;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nvarying vec4 v_line_data;\n\n#pragma include \"picking\"\n#pragma include \"project\"\n#pragma include \"projection\"\n\nvoid main() {\n float opacity = u_opacity;\n float animateSpeed = 0.0;\n float d_segmentIndex = v_line_data.g;\n \n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));\n // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));\n gl_FragColor.a *= opacity;\n if(u_line_type == LineTypeDash) {\n float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u52A8\u753B\u6A21\u5F0F\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u8D34\u56FE\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { \n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));\n // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n float u = fract(arcRadio * count - animateSpeed * count);\n // float u = fract(arcRadio * count - animateSpeed);\n if(u_animate.x == Animate) {\n u = gl_FragColor.a/opacity;\n }\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n \n // \u8BBE\u7F6E\u8D34\u56FE\u548C\u5E95\u8272\u7684\u53E0\u52A0\u6A21\u5F0F\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= opacity;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n // gl_FragColor = filterColor(gl_FragColor);\n}";
25
+ var line_arc_frag = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nuniform float u_textureBlend;\nuniform float u_blur : 0.9;\nuniform float u_line_type: 0.0;\n// varying vec2 v_normal;\nvarying vec4 v_dash_array;\nvarying float v_distance_ratio;\nvarying vec4 v_color;\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\n\nuniform float u_line_texture: 0.0;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nuniform float segmentNumber;\n\nvarying vec2 v_iconMapUV;\n\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nvarying vec4 v_line_data;\n\n#pragma include \"picking\"\n#pragma include \"project\"\n#pragma include \"projection\"\n\nvoid main() {\n\n float animateSpeed = 0.0;\n float d_segmentIndex = v_line_data.g;\n \n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u5E95\u8272\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);\n gl_FragColor.a *= v_color.a;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));\n // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));\n if(u_line_type == LineTypeDash) {\n float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u52A8\u753B\u6A21\u5F0F\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- v_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + u_time / u_animate.y);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n // \u8BBE\u7F6E\u5F27\u7EBF\u7684\u8D34\u56FE\n if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { \n float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0)));\n // float arcRadio = d_segmentIndex / (segmentNumber - 1.0);\n float count = v_line_data.b; // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n float u = fract(arcRadio * count - animateSpeed * count);\n // float u = fract(arcRadio * count - animateSpeed);\n if(u_animate.x == Animate) {\n u = gl_FragColor.a/v_color.a;\n }\n\n float v = v_line_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n \n // \u8BBE\u7F6E\u8D34\u56FE\u548C\u5E95\u8272\u7684\u53E0\u52A0\u6A21\u5F0F\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor = filterColor(gl_FragColor + pattern);\n } else { // replace\n pattern.a *= v_color.a;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = filterColor(pattern);\n }\n } else {\n gl_FragColor = filterColor(gl_FragColor);\n }\n\n // gl_FragColor = filterColor(gl_FragColor);\n}";
25
26
  /* babel-plugin-inline-import '../shaders/line_arc_great_circle_vert.glsl' */
26
- var line_arc2d_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nvarying float v_distance_ratio;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_line_data;\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return index / (segmentNumber - 1.);\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size)/ 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\nfloat getAngularDist (vec2 source, vec2 target) {\n vec2 delta = source - target;\n vec2 sin_half_delta = sin(delta / 2.0);\n float a =\n sin_half_delta.y * sin_half_delta.y +\n cos(source.y) * cos(target.y) *\n sin_half_delta.x * sin_half_delta.x;\n return 2.0 * atan(sqrt(a), sqrt(1.0 - a));\n}\n\nvec2 midPoint(vec2 source, vec2 target) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = 0.314;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n return mid;\n}\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\n\nvec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n vec2 mid = midPoint(source, target);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n }else {\n if(abs(angularDist - PI) < 0.001) {\n return (1.0 - t) * source + t * target;\n }\n float a = sin((1.0 - t) * angularDist) / sin(angularDist);\n float b = sin(t * angularDist) / sin(angularDist);\n vec2 sin_source = sin(source);\n vec2 cos_source = cos(source);\n vec2 sin_target = sin(target);\n vec2 cos_target = cos(target);\n float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;\n float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;\n float z = a * sin_source.y + b * sin_target.y;\n return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));\n }\n}\n\nvoid main() {\n \n\n v_color = a_Color;\n vec2 source = radians(a_Instance.rg);\n vec2 target = radians(a_Instance.ba);\n float angularDist = getAngularDist(source, target);\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n if(u_line_type == LineTypeDash) {\n v_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n total_Distance = total_Distance*16.0; // total_Distance*16.0 \u8C03\u6574\u9ED8\u8BA4\u7684\u6548\u679C\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n }\n\n if(u_animate.x == Animate) {\n v_distance_ratio = segmentIndex / segmentNumber;\n }\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n v_distance_ratio = segmentIndex / segmentNumber;\n vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));\n vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));\n\nv_line_data.g = a_Position.x; // \u8BE5\u9876\u70B9\u5728\u5F27\u7EBF\u4E0A\u7684\u5206\u6BB5\u6392\u5E8F\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;\n float d_arcDistrance = length(source - target);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n d_arcDistrance = d_arcDistrance * 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n d_arcDistrance = project_pixel_allmap(d_arcDistrance);\n }\n float d_pixelLen = project_pixel(u_icon_step)/8.0;\nv_line_data.b = floor(d_arcDistrance/d_pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\nv_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n setPickingColor(a_PickingColor);\n}\n\n";
27
+ var line_arc2d_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n#define LineTexture 1.0\n\nattribute vec4 a_Color;\nattribute vec3 a_Position;\nattribute vec4 a_Instance;\nattribute float a_Size;\nuniform mat4 u_ModelMatrix;\n\nuniform float segmentNumber;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nvarying vec4 v_color;\n\nvarying float v_distance_ratio;\nuniform float u_line_type: 0.0;\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\nvarying vec4 v_dash_array;\n\nuniform float u_icon_step: 100;\nuniform float u_line_texture: 0.0;\n\nattribute vec2 a_iconMapUV;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_line_data;\n\n\n#pragma include \"projection\"\n#pragma include \"project\"\n#pragma include \"picking\"\n\nfloat maps (float value, float start1, float stop1, float start2, float stop2) {\n return start2 + (stop2 - start2) * ((value - start1) / (stop1 - start1));\n}\n\nfloat getSegmentRatio(float index) {\n return index / (segmentNumber - 1.);\n}\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n vec2 offset = dir_screenspace * offset_direction * setPickingSize(a_Size)/ 2.0;\n return offset;\n}\nvec2 getNormal(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n return reverse_offset_normal(vec3(dir_screenspace,1.0)).xy * sign(offset_direction);\n}\nfloat getAngularDist (vec2 source, vec2 target) {\n vec2 delta = source - target;\n vec2 sin_half_delta = sin(delta / 2.0);\n float a =\n sin_half_delta.y * sin_half_delta.y +\n cos(source.y) * cos(target.y) *\n sin_half_delta.x * sin_half_delta.x;\n return 2.0 * atan(sqrt(a), sqrt(1.0 - a));\n}\n\nvec2 midPoint(vec2 source, vec2 target) {\n vec2 center = target - source;\n float r = length(center);\n float theta = atan(center.y, center.x);\n float thetaOffset = 0.314;\n float r2 = r / 2.0 / cos(thetaOffset);\n float theta2 = theta + thetaOffset;\n vec2 mid = vec2(r2*cos(theta2) + source.x, r2*sin(theta2) + source.y);\n return mid;\n}\nfloat bezier3(vec3 arr, float t) {\n float ut = 1. - t;\n return (arr.x * ut + arr.y * t) * ut + (arr.y * ut + arr.z * t) * t;\n}\n\nvec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {\n // if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n vec2 mid = midPoint(source, target);\n vec3 x = vec3(source.x, mid.x, target.x);\n vec3 y = vec3(source.y, mid.y, target.y);\n return vec2(bezier3(x ,t), bezier3(y,t));\n }else {\n if(abs(angularDist - PI) < 0.001) {\n return (1.0 - t) * source + t * target;\n }\n float a = sin((1.0 - t) * angularDist) / sin(angularDist);\n float b = sin(t * angularDist) / sin(angularDist);\n vec2 sin_source = sin(source);\n vec2 cos_source = cos(source);\n vec2 sin_target = sin(target);\n vec2 cos_target = cos(target);\n float x = a * cos_source.y * cos_source.x + b * cos_target.y * cos_target.x;\n float y = a * cos_source.y * sin_source.x + b * cos_target.y * sin_target.x;\n float z = a * sin_source.y + b * sin_target.y;\n return vec2(atan(y, x), atan(z, sqrt(x * x + y * y)));\n }\n}\n\nvoid main() {\n v_color = a_Color;\n v_color.a = v_color.a * opacity;\n vec2 source = radians(a_Instance.rg);\n vec2 target = radians(a_Instance.ba);\n float angularDist = getAngularDist(source, target);\n float segmentIndex = a_Position.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n\n if(u_line_type == LineTypeDash) {\n v_distance_ratio = segmentIndex / segmentNumber;\n vec2 s = source;\n vec2 t = target;\n \n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n s = unProjCustomCoord(source);\n t = unProjCustomCoord(target);\n }\n float total_Distance = pixelDistance(s, t) / 2.0 * PI;\n total_Distance = total_Distance*16.0; // total_Distance*16.0 \u8C03\u6574\u9ED8\u8BA4\u7684\u6548\u679C\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / total_Distance;\n }\n\n if(u_animate.x == Animate) {\n v_distance_ratio = segmentIndex / segmentNumber;\n }\n\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n v_distance_ratio = segmentIndex / segmentNumber;\n vec4 curr = project_position(vec4(degrees(interpolate(source, target, angularDist, segmentRatio)), 0.0, 1.0));\n vec4 next = project_position(vec4(degrees(interpolate(source, target, angularDist, nextSegmentRatio)), 0.0, 1.0));\n // v_normal = getNormal((next.xy - curr.xy) * indexDir, a_Position.y);\n vec2 offset = project_pixel(getExtrusionOffset((next.xy - curr.xy) * indexDir, a_Position.y));\n // vec4 project_pos = project_position(vec4(curr.xy, 0, 1.0));\n // gl_Position = project_common_position_to_clipspace(vec4(curr.xy + offset, curr.z, 1.0));\n\nv_line_data.g = a_Position.x; // \u8BE5\u9876\u70B9\u5728\u5F27\u7EBF\u4E0A\u7684\u5206\u6BB5\u6392\u5E8F\n if(LineTexture == u_line_texture) { // \u5F00\u542F\u8D34\u56FE\u6A21\u5F0F \n // float mapZoomScale = u_CoordinateSystem !== COORDINATE_SYSTEM_P20_2?10000000.0:1.0;\n float d_arcDistrance = length(source - target);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20) { // amap\n d_arcDistrance = d_arcDistrance * 1000000.0;\n }\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) { // mapbox\n d_arcDistrance = project_pixel_allmap(d_arcDistrance);\n }\n float d_pixelLen = project_pixel(u_icon_step)/8.0;\nv_line_data.b = floor(d_arcDistrance/d_pixelLen); // \u8D34\u56FE\u5728\u5F27\u7EBF\u4E0A\u91CD\u590D\u7684\u6570\u91CF\n\n float lineOffsetWidth = length(offset + offset * sign(a_Position.y)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\n float linePixelSize = project_pixel(a_Size); // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB\nv_line_data.a = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n v_iconMapUV = a_iconMapUV;\n }\n\n\n\n gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + offset, 0, 1.0));\n setPickingColor(a_PickingColor);\n}\n\n";
27
28
  var lineStyleObj = {
28
29
  solid: 0.0,
29
30
  dash: 1.0
@@ -62,8 +63,6 @@ var GreatCircleModel = /*#__PURE__*/function (_BaseModel) {
62
63
  key: "getUninforms",
63
64
  value: function getUninforms() {
64
65
  var _ref = this.layer.getLayerConfig(),
65
- _ref$opacity = _ref.opacity,
66
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
67
66
  sourceColor = _ref.sourceColor,
68
67
  targetColor = _ref.targetColor,
69
68
  _ref$textureBlend = _ref.textureBlend,
@@ -94,8 +93,7 @@ var GreatCircleModel = /*#__PURE__*/function (_BaseModel) {
94
93
  targetColorArr = (0, _l7Utils.rgb2arr)(targetColor);
95
94
  useLinearColor = 1;
96
95
  }
97
- return {
98
- u_opacity: opacity,
96
+ return (0, _objectSpread2.default)({
99
97
  u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
100
98
  segmentNumber: segmentNumber,
101
99
  u_line_type: lineStyleObj[lineType] || 0.0,
@@ -111,7 +109,7 @@ var GreatCircleModel = /*#__PURE__*/function (_BaseModel) {
111
109
  u_linearColor: useLinearColor,
112
110
  u_sourceColor: sourceColorArr,
113
111
  u_targetColor: targetColorArr
114
- };
112
+ }, this.getStyleAttribute());
115
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  }
116
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  }, {
117
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  key: "getAnimateUniforms",
@@ -165,6 +163,7 @@ var GreatCircleModel = /*#__PURE__*/function (_BaseModel) {
165
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  vertexShader: line_arc2d_vert,
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164
  fragmentShader: line_arc_frag,
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  triangulation: _triangulation.LineArcTriangulation,
166
+ inject: this.getInject(),
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  depth: {
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  enable: false
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  }
@@ -24,15 +24,15 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
24
24
  // import { LineTriangulation } from '../../core/triangulation';
25
25
  /* babel-plugin-inline-import '../shaders/dash/line_dash_frag.glsl' */
26
26
  // dash line shader
27
- var line_dash_frag = "#define LineTypeSolid 0.0\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\nvarying float v_d_distance_ratio;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\n// [animate, duration, interval, trailLength],\nvoid main() {\n\n gl_FragColor = v_color;\n\n \n float dashLength = mod(v_d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
27
+ var line_dash_frag = "#define LineTypeSolid 0.0\nvarying vec4 v_color;\n\n// dash\nvarying vec4 v_dash_array;\nvarying float v_d_distance_ratio;\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n\n// [animate, duration, interval, trailLength],\nvoid main() {\n\n gl_FragColor = v_color;\n\n float dashLength = mod(v_d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);\n if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {\n // \u5B9E\u7EBF\u90E8\u5206\n } else {\n // \u865A\u7EBF\u90E8\u5206\n discard;\n };\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
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  /* babel-plugin-inline-import '../shaders/dash/line_dash_vert.glsl' */
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  var line_dash_vert = "#define LineTypeSolid 0.0\n#define LineTypeDash 1.0\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\nuniform float u_raisingHeight: 0.0;\nuniform float u_heightfixed: 0.0;\n\nuniform mat4 u_ModelMatrix;\n\nuniform vec4 u_dash_array: [10.0, 5., 0, 0];\n\nuniform float u_vertexScale: 1.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_dash_array;\nvarying float v_d_distance_ratio;\n\n\nvoid main() {\n\n v_dash_array = pow(2.0, 20.0 - u_Zoom) * u_dash_array / a_Total_Distance;\n v_color = vec4(a_Color.xyz, a_Color.w * opacity);\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n vec2 offset = project_pixel(size.xy);\n v_d_distance_ratio = a_DistanceAndIndex.x / a_Total_Distance;\n\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n \n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n"; // basic line shader
30
30
  /* babel-plugin-inline-import '../shaders/line_frag.glsl' */
31
- var line_frag = "#extension GL_OES_standard_derivatives : enable\n#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_textureBlend;\n\nuniform float u_borderWidth: 0.0;\n\nuniform vec3 u_blur;\nuniform vec4 u_borderColor;\nvarying vec4 v_color;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_texture_data;\n\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n// [animate, duration, interval, trailLength],\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_texture_data.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + animateSpeed);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = v_texture_data.g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = v_texture_data.b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = v_texture_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor += pattern;\n } else { // replace\n pattern.a *= v_color.a;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = pattern;\n }\n } \n\n float v = v_texture_data.a;\n float borderWidth = min(0.5, u_borderWidth);\n // \u7ED8\u5236 border\n if(borderWidth > 0.01) {\n float borderOuterWidth = borderWidth / 2.0;\n\n\n if(v >= 1.0 - borderWidth || v <= borderWidth) {\n if(v > borderWidth) { // \u5916\u4FA7\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - borderWidth))/borderWidth);\n // float linear = step(0.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, u_borderColor.rgb, linear);\n } else if(v <= borderWidth) {\n float linear = smoothstep(0.0, 1.0, v/borderWidth);\n gl_FragColor.rgb = mix(u_borderColor.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n // blur\n float blurV = v_texture_data.a;\n if(blurV < 0.5) {\n gl_FragColor.a *= mix(u_blur.r, u_blur.g, blurV/0.5);\n } else {\n gl_FragColor.a *= mix(u_blur.g, u_blur.b, (blurV - 0.5)/0.5);\n }\n \n gl_FragColor = filterColor(gl_FragColor);\n}\n";
31
+ var line_frag = "#extension GL_OES_standard_derivatives : enable\n#define Animate 0.0\n#define LineTexture 1.0\nuniform float u_textureBlend;\n\nuniform float u_strokeWidth: 0.0;\n\nuniform vec3 u_blur;\nvarying vec4 v_color;\nvarying vec4 v_stroke;\n\n// line texture\nuniform float u_line_texture;\nuniform sampler2D u_texture;\nuniform vec2 u_textSize;\nvarying vec2 v_iconMapUV;\nvarying vec4 v_texture_data;\n\n\n#pragma include \"picking\"\n\nuniform float u_time;\nuniform vec4 u_animate: [ 1, 2., 1.0, 0.2 ]; // \u63A7\u5236\u8FD0\u52A8\n// [animate, duration, interval, trailLength],\nvoid main() {\n float animateSpeed = 0.0; // \u8FD0\u52A8\u901F\u5EA6\n float d_distance_ratio = v_texture_data.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n gl_FragColor = v_color;\n // anti-alias\n // float blur = 1.0 - smoothstep(u_blur, 1., length(v_normal.xy));\n if(u_animate.x == Animate) {\n animateSpeed = u_time / u_animate.y;\n float alpha =1.0 - fract( mod(1.0- d_distance_ratio, u_animate.z)* (1.0/ u_animate.z) + animateSpeed);\n alpha = (alpha + u_animate.w -1.0) / u_animate.w;\n alpha = smoothstep(0., 1., alpha);\n gl_FragColor.a *= alpha;\n }\n\n if(u_line_texture == LineTexture) { // while load texture\n float aDistance = v_texture_data.g; // \u5F53\u524D\u9876\u70B9\u7684\u8DDD\u79BB\n float d_texPixelLen = v_texture_data.b; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n float u = fract(mod(aDistance, d_texPixelLen)/d_texPixelLen - animateSpeed);\n float v = v_texture_data.a; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n // v = max(smoothstep(0.95, 1.0, v), v);\n vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.;\n vec4 pattern = texture2D(u_texture, uv);\n\n if(u_textureBlend == 0.0) { // normal\n pattern.a = 0.0;\n gl_FragColor += pattern;\n } else { // replace\n pattern.a *= v_color.a;\n if(gl_FragColor.a <= 0.0) {\n pattern.a = 0.0;\n }\n gl_FragColor = pattern;\n }\n } \n\n float v = v_texture_data.a;\n float strokeWidth = min(0.5, u_strokeWidth);\n // \u7ED8\u5236 border\n if(strokeWidth > 0.01) {\n float borderOuterWidth = strokeWidth / 2.0;\n\n\n if(v >= 1.0 - strokeWidth || v <= strokeWidth) {\n if(v > strokeWidth) { // \u5916\u4FA7\n float linear = smoothstep(0.0, 1.0, (v - (1.0 - strokeWidth))/strokeWidth);\n // float linear = step(0.0, (v - (1.0 - borderWidth))/borderWidth);\n gl_FragColor.rgb = mix(gl_FragColor.rgb, v_stroke.rgb, linear);\n } else if(v <= strokeWidth) {\n float linear = smoothstep(0.0, 1.0, v/strokeWidth);\n gl_FragColor.rgb = mix(v_stroke.rgb, gl_FragColor.rgb, linear);\n }\n }\n\n if(v < borderOuterWidth) {\n gl_FragColor.a = mix(0.0, gl_FragColor.a, v/borderOuterWidth);\n } else if(v > 1.0 - borderOuterWidth) {\n gl_FragColor.a = mix(gl_FragColor.a, 0.0, (v - (1.0 - borderOuterWidth))/borderOuterWidth);\n }\n }\n\n // blur\n float blurV = v_texture_data.a;\n if(blurV < 0.5) {\n gl_FragColor.a *= mix(u_blur.r, u_blur.g, blurV/0.5);\n } else {\n gl_FragColor.a *= mix(u_blur.g, u_blur.b, (blurV - 0.5)/0.5);\n }\n \n gl_FragColor = filterColor(gl_FragColor);\n}\n";
32
32
  /* babel-plugin-inline-import '../shaders/line_vert.glsl' */
33
- var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\n\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\n\nvarying vec4 v_texture_data;\n\nvec2 calculateArrow(vec2 offset) {\n /*\n * \u5728\u652F\u6301\u7BAD\u5934\u7684\u65F6\u5019\uFF0C\u7B2C\u4E8C\u3001\u7B2C\u4E09\u7EC4\u9876\u70B9\u662F\u989D\u5916\u63D2\u5165\u7528\u4E8E\u6784\u5EFA\u9876\u70B9\u7684\n */\n float arrowFlag = -1.0;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // \u9AD8\u5FB7 2.0 \u7684\u65CB\u8F6C\u89D2\u5EA6\u4E0D\u540C\n arrowFlag = 1.0;\n }\n float pi = arrowFlag * 3.1415926/2.;\n if(a_Miter < 0.) {\n // \u6839\u636E\u7EBF\u7684\u4E24\u4FA7\u504F\u79FB\u4E0D\u540C\u3001\u65CB\u8F6C\u7684\u65B9\u5411\u76F8\u53CD\n pi = -pi;\n }\n highp float angle_sin = sin(pi);\n highp float angle_cos = cos(pi);\n // \u8BA1\u7B97\u5782\u76F4\u4E0E\u7EBF\u65B9\u5411\u7684\u65CB\u8F6C\u77E9\u9635\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float arrowWidth = u_arrowWidth;\n float arrowHeight = u_arrowHeight;\n\n vec2 arrowOffset = vec2(0.0);\n /*\n * a_DistanceAndIndex.y \u7528\u4E8E\u6807\u8BB0\u5F53\u524D\u9876\u70B9\u5C5E\u4E8E\u54EA\u4E00\u7EC4\uFF08\u4E24\u4E2A\u9876\u70B9\u4E00\u7EC4\uFF0C\u6784\u6210\u7EBF\u7684\u5176\u5B9E\u662F\u77E9\u5F62\uFF0C\u6700\u7B80\u9700\u8981\u56DB\u4E2A\u9876\u70B9\u3001\u4E24\u7EC4\u9876\u70B9\u6784\u6210\uFF09\n */\n if(a_DistanceAndIndex.y == 0.0) {\n // \u7BAD\u5934\u5C16\u90E8\n offset = vec2(0.0);\n } else if(a_DistanceAndIndex.y == 1.0) {\n // \u7BAD\u5934\u4E24\u4FA7\n arrowOffset = rotation_matrix*(offset * arrowHeight);\n offset += arrowOffset; // \u6CBF\u7EBF\u504F\u79FB\n offset = offset * arrowWidth; // \u5782\u76F4\u7EBF\u5411\u5916\u504F\u79FB\uFF08\u662F\u6784\u5EFA\u7BAD\u5934\u4E24\u4FA7\u7684\u9876\u70B9\uFF09\n } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {\n // \u504F\u79FB\u5176\u4F59\u7684\u70B9\u4F4D\uFF08\u5C06\u957F\u5EA6\u8BA9\u4F4D\u7ED9\u7BAD\u5934\uFF09\n arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;\n offset += arrowOffset;// \u6CBF\u7EBF\u504F\u79FB\n }\n\n return offset;\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n v_color.a *= opacity;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n if(u_arrow > 0.0) {\n // \u8BA1\u7B97\u7BAD\u5934\n offset = calculateArrow(offset);\n\n if(a_DistanceAndIndex.y > 4.0) {\n offset *= mix(1.0, u_tailWidth, currentLinePointRatio);\n }\n }\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n \n v_texture_data = vec4(currentLinePointRatio, lineDistance, d_texPixelLen, texV);\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n"; // other function shaders
33
+ var line_vert = "\n#define Animate 0.0\n\nattribute float a_Miter;\nattribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\nattribute vec2 a_iconMapUV;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\n\nuniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];\nuniform float u_icon_step: 100;\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\nvarying vec4 v_color;\nvarying vec4 v_stroke;\n\n// texV \u7EBF\u56FE\u5C42 - \u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\uFF08\u7EBF\u7684\u5BBD\u5EA6\u65B9\u5411\uFF09\nvarying vec2 v_iconMapUV;\n\n\nuniform float u_linearColor: 0;\nuniform float u_arrow: 0.0;\nuniform float u_arrowHeight: 3.0;\nuniform float u_arrowWidth: 2.0;\nuniform float u_tailWidth: 1.0;\n\nvarying vec4 v_texture_data;\n\nvec2 calculateArrow(vec2 offset) {\n /*\n * \u5728\u652F\u6301\u7BAD\u5934\u7684\u65F6\u5019\uFF0C\u7B2C\u4E8C\u3001\u7B2C\u4E09\u7EC4\u9876\u70B9\u662F\u989D\u5916\u63D2\u5165\u7528\u4E8E\u6784\u5EFA\u9876\u70B9\u7684\n */\n float arrowFlag = -1.0;\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n // \u9AD8\u5FB7 2.0 \u7684\u65CB\u8F6C\u89D2\u5EA6\u4E0D\u540C\n arrowFlag = 1.0;\n }\n float pi = arrowFlag * 3.1415926/2.;\n if(a_Miter < 0.) {\n // \u6839\u636E\u7EBF\u7684\u4E24\u4FA7\u504F\u79FB\u4E0D\u540C\u3001\u65CB\u8F6C\u7684\u65B9\u5411\u76F8\u53CD\n pi = -pi;\n }\n highp float angle_sin = sin(pi);\n highp float angle_cos = cos(pi);\n // \u8BA1\u7B97\u5782\u76F4\u4E0E\u7EBF\u65B9\u5411\u7684\u65CB\u8F6C\u77E9\u9635\n mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n float arrowWidth = u_arrowWidth;\n float arrowHeight = u_arrowHeight;\n\n vec2 arrowOffset = vec2(0.0);\n /*\n * a_DistanceAndIndex.y \u7528\u4E8E\u6807\u8BB0\u5F53\u524D\u9876\u70B9\u5C5E\u4E8E\u54EA\u4E00\u7EC4\uFF08\u4E24\u4E2A\u9876\u70B9\u4E00\u7EC4\uFF0C\u6784\u6210\u7EBF\u7684\u5176\u5B9E\u662F\u77E9\u5F62\uFF0C\u6700\u7B80\u9700\u8981\u56DB\u4E2A\u9876\u70B9\u3001\u4E24\u7EC4\u9876\u70B9\u6784\u6210\uFF09\n */\n if(a_DistanceAndIndex.y == 0.0) {\n // \u7BAD\u5934\u5C16\u90E8\n offset = vec2(0.0);\n } else if(a_DistanceAndIndex.y == 1.0) {\n // \u7BAD\u5934\u4E24\u4FA7\n arrowOffset = rotation_matrix*(offset * arrowHeight);\n offset += arrowOffset; // \u6CBF\u7EBF\u504F\u79FB\n offset = offset * arrowWidth; // \u5782\u76F4\u7EBF\u5411\u5916\u504F\u79FB\uFF08\u662F\u6784\u5EFA\u7BAD\u5934\u4E24\u4FA7\u7684\u9876\u70B9\uFF09\n } else if(a_DistanceAndIndex.y == 2.0 || a_DistanceAndIndex.y == 3.0 || a_DistanceAndIndex.y == 4.0) {\n // \u504F\u79FB\u5176\u4F59\u7684\u70B9\u4F4D\uFF08\u5C06\u957F\u5EA6\u8BA9\u4F4D\u7ED9\u7BAD\u5934\uFF09\n arrowOffset = rotation_matrix*(offset * arrowHeight) * arrowWidth;\n offset += arrowOffset;// \u6CBF\u7EBF\u504F\u79FB\n }\n\n return offset;\n}\n\nvoid main() {\n // cal style mapping - \u6570\u636E\u7EB9\u7406\u6620\u5C04\u90E8\u5206\u7684\u8BA1\u7B97\n\n \n float d_texPixelLen; // \u8D34\u56FE\u7684\u50CF\u7D20\u957F\u5EA6\uFF0C\u6839\u636E\u5730\u56FE\u5C42\u7EA7\u7F29\u653E\n\n v_iconMapUV = a_iconMapUV;\n d_texPixelLen = project_float_pixel(u_icon_step);\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) {\n d_texPixelLen *= 10.0;\n }\n\n v_color = a_Color;\n v_color.a *= opacity;\n v_stroke = stroke;\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n if(u_arrow > 0.0) {\n // \u8BA1\u7B97\u7BAD\u5934\n offset = calculateArrow(offset);\n\n if(a_DistanceAndIndex.y > 4.0) {\n offset *= mix(1.0, u_tailWidth, currentLinePointRatio);\n }\n }\n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n \n v_texture_data = vec4(currentLinePointRatio, lineDistance, d_texPixelLen, texV);\n // \u8BBE\u7F6E\u6570\u636E\u96C6\u7684\u53C2\u6570\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n"; // other function shaders
34
34
  /* babel-plugin-inline-import '../shaders/linear/line_linear_frag.glsl' */
35
- var linear_line_frag = "varying vec4 v_color;\nvarying vec4 v_texture_data;\nuniform float u_linearDir: 1.0;\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nuniform float u_opacity: 1.0;\n\n#pragma include \"picking\"\n\n\nvoid main() {\n float linearRadio = v_texture_data.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = v_texture_data.a;\n }\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, linearRadio);\n gl_FragColor.a *= v_color.a;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
35
+ var linear_line_frag = "varying vec4 v_color;\nvarying vec4 v_texture_data;\nuniform float u_linearDir: 1.0;\nuniform float u_linearColor: 0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n#pragma include \"picking\"\n\n\nvoid main() {\n float linearRadio = v_texture_data.r; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = v_texture_data.a;\n }\n\n if(u_linearColor == 1.0) { // \u4F7F\u7528\u6E10\u53D8\u989C\u8272\n gl_FragColor = mix(u_sourceColor, u_targetColor, linearRadio);\n gl_FragColor.a *= v_color.a;\n } else { // \u4F7F\u7528 color \u65B9\u6CD5\u4F20\u5165\u7684\u989C\u8272\n gl_FragColor = v_color;\n }\n\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
36
36
  var lineStyleObj = {
37
37
  solid: 0.0,
38
38
  dash: 1.0
@@ -94,10 +94,8 @@ var LineModel = /*#__PURE__*/function (_BaseModel) {
94
94
  iconStep = _ref$iconStep === void 0 ? 100 : _ref$iconStep,
95
95
  _ref$vertexHeightScal = _ref.vertexHeightScale,
96
96
  vertexHeightScale = _ref$vertexHeightScal === void 0 ? 20.0 : _ref$vertexHeightScal,
97
- _ref$borderWidth = _ref.borderWidth,
98
- borderWidth = _ref$borderWidth === void 0 ? 0.0 : _ref$borderWidth,
99
- _ref$borderColor = _ref.borderColor,
100
- borderColor = _ref$borderColor === void 0 ? '#ccc' : _ref$borderColor,
97
+ _ref$strokeWidth = _ref.strokeWidth,
98
+ strokeWidth = _ref$strokeWidth === void 0 ? 0.0 : _ref$strokeWidth,
101
99
  _ref$raisingHeight = _ref.raisingHeight,
102
100
  raisingHeight = _ref$raisingHeight === void 0 ? 0 : _ref$raisingHeight,
103
101
  _ref$heightfixed = _ref.heightfixed,
@@ -143,8 +141,7 @@ var LineModel = /*#__PURE__*/function (_BaseModel) {
143
141
  u_icon_step: iconStep,
144
142
  u_textSize: [1024, this.iconService.canvasHeight || 128],
145
143
  // line border 参数
146
- u_borderWidth: borderWidth,
147
- u_borderColor: (0, _l7Utils.rgb2arr)(borderColor),
144
+ u_strokeWidth: strokeWidth,
148
145
  // 渐变色支持参数
149
146
  u_linearDir: linearDir === _interface.LinearDir.VERTICAL ? 1.0 : 0.0,
150
147
  u_linearColor: useLinearColor,
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
9
9
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
11
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
13
  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
@@ -24,7 +25,7 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
24
25
  /* babel-plugin-inline-import '../shaders/linearLine/line_linear_frag.glsl' */
25
26
  var linear_line_frag = "\nvarying vec4 v_Color;\n#pragma include \"picking\"\nvoid main() {\n\n gl_FragColor = v_Color; // \u5168\u5C40\u900F\u660E\u5EA6\n gl_FragColor = filterColor(gl_FragColor);\n}\n";
26
27
  /* babel-plugin-inline-import '../shaders/linearLine/line_linear_vert.glsl' */
27
- var linear_line_vert = "\nattribute float a_Miter;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\n\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\nuniform float u_opacity : 1.0;\nuniform sampler2D u_texture;\nuniform float u_linearDir: 1.0;\nvarying vec4 v_Color;\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n float linearRadio =currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = texV;\n }\n\n v_Color = texture2D(u_texture, vec2(linearRadio, 0.5));\n\n v_Color.a *= u_opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n\n\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
28
+ var linear_line_vert = "\nattribute float a_Miter;\nattribute vec2 a_Size;\nattribute vec3 a_Normal;\nattribute vec3 a_Position;\n\n// dash line\nattribute float a_Total_Distance;\nattribute vec2 a_DistanceAndIndex;\n\nuniform mat4 u_ModelMatrix;\n\n\nuniform float u_heightfixed: 0.0;\nuniform float u_vertexScale: 1.0;\nuniform float u_raisingHeight: 0.0;\nuniform sampler2D u_texture;\nuniform float u_linearDir: 1.0;\nvarying vec4 v_Color;\n\n\n#pragma include \"projection\"\n#pragma include \"picking\"\n\n\nvoid main() {\n\n\n vec3 size = a_Miter * setPickingSize(a_Size.x) * reverse_offset_normal(a_Normal);\n \n vec2 offset = project_pixel(size.xy);\n\n float lineDistance = a_DistanceAndIndex.x;\n float currentLinePointRatio = lineDistance / a_Total_Distance;\n \n\n float lineOffsetWidth = length(offset + offset * sign(a_Miter)); // \u7EBF\u6A2A\u5411\u504F\u79FB\u7684\u8DDD\u79BB\uFF08\u5411\u4E24\u4FA7\u504F\u79FB\u7684\u548C\uFF09\n float linePixelSize = project_pixel(a_Size.x) * 2.0; // \u5B9A\u70B9\u4F4D\u7F6E\u504F\u79FB\uFF0C\u6309\u5730\u56FE\u7B49\u7EA7\u7F29\u653E\u540E\u7684\u8DDD\u79BB \u5355\u4FA7 * 2\n float texV = lineOffsetWidth/linePixelSize; // \u7EBF\u56FE\u5C42\u8D34\u56FE\u90E8\u5206\u7684 v \u5750\u6807\u503C\n\n float linearRadio =currentLinePointRatio; // \u5F53\u524D\u70B9\u4F4D\u8DDD\u79BB\u5360\u7EBF\u603B\u957F\u7684\u6BD4\u4F8B\n if(u_linearDir < 1.0) {\n linearRadio = texV;\n }\n\n v_Color = texture2D(u_texture, vec2(linearRadio, 0.5));\n\n v_Color.a *= opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n\n\n\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, a_Size.y, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5 vertex height\n float lineHeight = a_Size.y; // size \u7B2C\u4E8C\u4E2A\u53C2\u6570\u4EE3\u8868\u7684\u9AD8\u5EA6 [linewidth, lineheight]\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n lineHeight *= 0.2; // \u4FDD\u6301\u548C amap/mapbox \u4E00\u81F4\u7684\u6548\u679C\n h *= 0.2;\n if(u_heightfixed < 1.0) {\n lineHeight = project_pixel(a_Size.y);\n }\n gl_Position = u_Mvp * (vec4(project_pos.xy + offset, lineHeight + h + u_raisingHeight, 1.0));\n } else {\n // mapbox - amap\n \n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // mapbox\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);\n h *= mapboxZoomScale;\n h += u_raisingHeight * mapboxZoomScale;\n if(u_heightfixed > 0.0) {\n lineHeight *= mapboxZoomScale;\n }\n \n } else {\n // amap\n h += u_raisingHeight;\n // lineHeight \u9876\u70B9\u504F\u79FB\u9AD8\u5EA6\n if(u_heightfixed < 1.0) {\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy + offset, lineHeight + h, 1.0));\n }\n\n setPickingColor(a_PickingColor);\n}\n";
28
29
  var isNumber = _l7Utils.lodashUtil.isNumber;
29
30
  var LinearLineModel = /*#__PURE__*/function (_BaseModel) {
30
31
  (0, _inherits2.default)(LinearLineModel, _BaseModel);
@@ -74,9 +75,8 @@ var LinearLineModel = /*#__PURE__*/function (_BaseModel) {
74
75
  if (this.rendererService.getDirty()) {
75
76
  this.colorTexture.bind();
76
77
  }
77
- return {
78
+ return (0, _objectSpread2.default)({
78
79
  u_linearDir: linearDir === _interface.LinearDir.VERTICAL ? 1.0 : 0.0,
79
- u_opacity: isNumber(opacity) ? opacity : 1,
80
80
  // 纹理支持参数
81
81
  u_texture: this.colorTexture,
82
82
  // 贴图
@@ -86,7 +86,7 @@ var LinearLineModel = /*#__PURE__*/function (_BaseModel) {
86
86
  // 顶点高度 scale
87
87
  u_vertexScale: vertexHeightScale,
88
88
  u_raisingHeight: Number(raisingHeight)
89
- };
89
+ }, this.getStyleAttribute());
90
90
  }
91
91
  }, {
92
92
  key: "initModels",
@@ -130,6 +130,7 @@ var LinearLineModel = /*#__PURE__*/function (_BaseModel) {
130
130
  vertexShader: linear_line_vert,
131
131
  fragmentShader: linear_line_frag,
132
132
  triangulation: _triangulation.LineTriangulation,
133
+ inject: this.getInject(),
133
134
  depth: {
134
135
  enable: depth
135
136
  }
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
9
9
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
11
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
13
  var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
@@ -21,9 +22,9 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
21
22
  /* babel-plugin-inline-import '../shaders/simple/simpleline_frag.glsl' */
22
23
  var simple_line_frag = "\nvarying vec4 v_color;\nvoid main() {\n gl_FragColor = v_color;\n\n}\n"; // linear simple line shader
23
24
  /* babel-plugin-inline-import '../shaders/simple/simpleline_linear_frag.glsl' */
24
- var simle_linear_frag = "uniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nvarying float v_distanceScale;\nuniform float u_opacity: 1.0;\nvoid main() {\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_distanceScale);\n gl_FragColor.a *= u_opacity; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
25
+ var simle_linear_frag = "uniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\nvarying float v_distanceScale;\nvarying vec4 v_color;\nvoid main() {\n gl_FragColor = mix(u_sourceColor, u_targetColor, v_distanceScale);\n gl_FragColor.a *= v_color.a; // \u5168\u5C40\u900F\u660E\u5EA6\n}\n";
25
26
  /* babel-plugin-inline-import '../shaders/simple/simpleline_vert.glsl' */
26
- var simple_line_vert = "attribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\n\n\nuniform float u_opacity: 1.0;\nuniform float u_vertexScale: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\nvarying float v_distanceScale;\n\nvoid main() {\n\n v_color = a_Color; \n v_distanceScale = a_Distance / a_Total_Distance;\n v_color = vec4(a_Color.xyz, a_Color.w * u_opacity); \n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n gl_PointSize = 10.0;\n }\n}\n";
27
+ var simple_line_vert = "attribute vec4 a_Color;\nattribute vec2 a_Size;\nattribute vec3 a_Position;\n\nattribute float a_Total_Distance;\nattribute float a_Distance;\n\nuniform mat4 u_ModelMatrix;\n\n\nuniform float u_vertexScale: 1.0;\nuniform vec4 u_sourceColor;\nuniform vec4 u_targetColor;\n\n\n\n#pragma include \"projection\"\n\nvarying vec4 v_color;\nvarying float v_distanceScale;\n\nvoid main() {\n\n v_color = a_Color; \n v_distanceScale = a_Distance / a_Total_Distance;\n v_color.a = v_color.a * opacity;\n vec4 project_pos = project_position(vec4(a_Position.xy, 0, 1.0));\n\n float h = float(a_Position.z) * u_vertexScale; // \u7EBF\u9876\u70B9\u7684\u9AD8\u5EA6 - \u517C\u5BB9\u4E0D\u5B58\u5728\u7B2C\u4E09\u4E2A\u6570\u503C\u7684\u60C5\u51B5\n\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x\n gl_Position = u_Mvp * (vec4(project_pos.xy, project_pixel(a_Size.y) + h * 0.2, 1.0));\n } else {\n float lineHeight = a_Size.y;\n // \u517C\u5BB9 mapbox \u5728\u7EBF\u9AD8\u5EA6\u4E0A\u7684\u6548\u679C\u8868\u73B0\u57FA\u672C\u4E00\u81F4\n if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n h *= 2.0/pow(2.0, 20.0 - u_Zoom);\n }\n\n // amap1.x\n if(u_CoordinateSystem == COORDINATE_SYSTEM_P20 || u_CoordinateSystem == COORDINATE_SYSTEM_P20_OFFSET) {\n // \u4FDD\u6301\u9AD8\u5EA6\u76F8\u5BF9\u4E0D\u53D8\n lineHeight *= pow(2.0, 20.0 - u_Zoom);\n }\n\n gl_Position = project_common_position_to_clipspace(vec4(project_pos.xy, lineHeight + h, 1.0));\n gl_PointSize = 10.0;\n }\n}\n";
27
28
  var isNumber = _l7Utils.lodashUtil.isNumber;
28
29
  var SimpleLineModel = /*#__PURE__*/function (_BaseModel) {
29
30
  (0, _inherits2.default)(SimpleLineModel, _BaseModel);
@@ -52,15 +53,14 @@ var SimpleLineModel = /*#__PURE__*/function (_BaseModel) {
52
53
  targetColorArr = (0, _l7Utils.rgb2arr)(targetColor);
53
54
  useLinearColor = 1;
54
55
  }
55
- return {
56
- u_opacity: isNumber(opacity) ? opacity : 1,
56
+ return (0, _objectSpread2.default)({
57
57
  // 渐变色支持参数
58
58
  u_linearColor: useLinearColor,
59
59
  u_sourceColor: sourceColorArr,
60
60
  u_targetColor: targetColorArr,
61
61
  // 顶点高度 scale
62
62
  u_vertexScale: vertexHeightScale
63
- };
63
+ }, this.getStyleAttribute());
64
64
  }
65
65
  }, {
66
66
  key: "initModels",
@@ -117,6 +117,7 @@ var SimpleLineModel = /*#__PURE__*/function (_BaseModel) {
117
117
  vertexShader: vert,
118
118
  fragmentShader: frag,
119
119
  triangulation: _triangulation.SimpleLineTriangulation,
120
+ inject: this.getInject(),
120
121
  primitive: _l7Core.gl.LINES,
121
122
  depth: {
122
123
  enable: false
@@ -7,6 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  exports.default = void 0;
8
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
9
9
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
10
+ var _objectSpread2 = _interopRequireDefault(require("@babel/runtime/helpers/objectSpread2"));
10
11
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
11
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
12
13
  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
@@ -59,8 +60,6 @@ var LineWallModel = /*#__PURE__*/function (_BaseModel) {
59
60
  key: "getUninforms",
60
61
  value: function getUninforms() {
61
62
  var _ref = this.layer.getLayerConfig(),
62
- _ref$opacity = _ref.opacity,
63
- opacity = _ref$opacity === void 0 ? 1 : _ref$opacity,
64
63
  sourceColor = _ref.sourceColor,
65
64
  targetColor = _ref.targetColor,
66
65
  _ref$textureBlend = _ref.textureBlend,
@@ -86,9 +85,8 @@ var LineWallModel = /*#__PURE__*/function (_BaseModel) {
86
85
  targetColorArr = (0, _l7Utils.rgb2arr)(targetColor);
87
86
  useLinearColor = 1;
88
87
  }
89
- return {
88
+ return (0, _objectSpread2.default)({
90
89
  u_heightfixed: Number(heightfixed),
91
- u_opacity: isNumber(opacity) ? opacity : 1.0,
92
90
  u_textureBlend: textureBlend === 'normal' ? 0.0 : 1.0,
93
91
  // 纹理支持参数
94
92
  u_texture: this.texture,
@@ -102,7 +100,7 @@ var LineWallModel = /*#__PURE__*/function (_BaseModel) {
102
100
  u_linearColor: useLinearColor,
103
101
  u_sourceColor: sourceColorArr,
104
102
  u_targetColor: targetColorArr
105
- };
103
+ }, this.getStyleAttribute());
106
104
  }
107
105
  }, {
108
106
  key: "getAnimateUniforms",
@@ -156,6 +154,7 @@ var LineWallModel = /*#__PURE__*/function (_BaseModel) {
156
154
  vertexShader: line_vert,
157
155
  fragmentShader: line_frag,
158
156
  triangulation: _triangulation.LineTriangulation,
157
+ inject: this.getInject(),
159
158
  depth: {
160
159
  enable: false
161
160
  },
@@ -1,6 +1,3 @@
1
-
2
- uniform float u_opacity;
3
-
4
1
  varying vec4 v_dash_array;
5
2
  varying vec4 v_color;
6
3
  varying float v_distance_ratio;
@@ -13,7 +10,6 @@ uniform float segmentNumber;
13
10
  void main() {
14
11
  gl_FragColor = v_color;
15
12
 
16
-
17
13
  float flag = 0.;
18
14
  float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
19
15
  if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {
@@ -16,8 +16,6 @@ varying float v_distance_ratio;
16
16
 
17
17
  uniform float u_thetaOffset: 0.314;
18
18
 
19
- uniform float u_opacity: 1.0;
20
-
21
19
  #pragma include "projection"
22
20
  #pragma include "project"
23
21
  #pragma include "picking"
@@ -72,7 +70,7 @@ vec2 getNormal(vec2 line_clipspace, float offset_direction) {
72
70
  }
73
71
 
74
72
  void main() {
75
- v_color = vec4(a_Color.xyz, a_Color.w * u_opacity);
73
+ v_color = vec4(a_Color.xyz, a_Color.w * opacity);
76
74
 
77
75
  vec2 source = a_Instance.rg; // 起始点
78
76
  vec2 target = a_Instance.ba; // 终点
@@ -15,7 +15,6 @@ void main() {
15
15
 
16
16
  gl_FragColor = v_color;
17
17
 
18
-
19
18
  float dashLength = mod(v_d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
20
19
  if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {
21
20
  // 实线部分
@@ -16,7 +16,7 @@ uniform sampler2D u_texture;
16
16
  uniform vec2 u_textSize;
17
17
  varying float v_segmentIndex;
18
18
  uniform float segmentNumber;
19
- uniform float u_opacity;
19
+
20
20
 
21
21
  varying vec2 v_iconMapUV;
22
22
 
@@ -27,12 +27,10 @@ uniform vec4 u_animate: [ 1., 2., 1.0, 0.2 ];
27
27
  #pragma include "picking"
28
28
 
29
29
  void main() {
30
- float opacity = u_opacity;
31
30
  float animateSpeed = 0.0; // 运动速度
32
31
  float d_distance_ratio = v_line_data.g; // 当前点位距离占线总长的比例
33
32
  gl_FragColor = v_color;
34
33
 
35
- gl_FragColor.a *= opacity;
36
34
  if(u_line_type == LineTypeDash) {
37
35
  float flag = 0.;
38
36
  float dashLength = mod(d_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
@@ -88,7 +86,7 @@ void main() {
88
86
  pattern.a = 0.0;
89
87
  gl_FragColor = filterColor(gl_FragColor + pattern);
90
88
  } else { // replace
91
- pattern.a *= opacity;
89
+ pattern.a *= v_color.a;
92
90
  if(gl_FragColor.a <= 0.0) {
93
91
  pattern.a = 0.0;
94
92
  discard;
@@ -96,6 +96,7 @@ vec3 lglt2xyz(vec2 lnglat) {
96
96
  void main() {
97
97
 
98
98
  v_color = a_Color;
99
+ v_color.a = v_color.a * opacity;
99
100
  vec2 source = project_position(vec4(a_Instance.rg, 0, 0)).xy;
100
101
  vec2 target = project_position(vec4(a_Instance.ba, 0, 0)).xy;
101
102
  float segmentIndex = a_Position.x;
@@ -143,7 +144,7 @@ void main() {
143
144
  }
144
145
 
145
146
 
146
- gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z, 1.0));
147
+ gl_Position = project_common_position_to_clipspace_v2(vec4(curr.xy + project_pixel(offset), curr.z * thetaOffset, 1.0));
147
148
 
148
149
  // 地球模式
149
150
  if(u_globel > 0.0) {
@@ -1,8 +1,6 @@
1
1
 
2
2
  #define Animate 0.0
3
3
  #define LineTexture 1.0
4
-
5
- uniform float u_opacity;
6
4
  uniform float u_textureBlend;
7
5
  uniform float u_blur : 0.9;
8
6
  uniform float u_line_type: 0.0;
@@ -28,7 +26,6 @@ void main() {
28
26
  float animateSpeed = 0.0; // 运动速度
29
27
  gl_FragColor = v_color;
30
28
 
31
- gl_FragColor.a *= u_opacity;
32
29
 
33
30
  if(u_animate.x == Animate && u_line_texture != LineTexture) {
34
31
  animateSpeed = u_time / u_animate.y;
@@ -71,7 +68,7 @@ void main() {
71
68
  pattern.a = 0.0;
72
69
  gl_FragColor = filterColor(gl_FragColor + pattern);
73
70
  } else { // replace
74
- pattern.a *= u_opacity;
71
+ pattern.a *= v_color.a;
75
72
  if(gl_FragColor.a <= 0.0) {
76
73
  pattern.a = 0.0;
77
74
  }
@@ -3,7 +3,6 @@
3
3
  #define Animate 0.0
4
4
  #define LineTexture 1.0
5
5
 
6
- uniform float u_opacity;
7
6
  uniform float u_textureBlend;
8
7
  uniform float u_blur : 0.9;
9
8
  uniform float u_line_type: 0.0;
@@ -32,20 +31,20 @@ varying vec4 v_line_data;
32
31
  #pragma include "projection"
33
32
 
34
33
  void main() {
35
- float opacity = u_opacity;
34
+
36
35
  float animateSpeed = 0.0;
37
36
  float d_segmentIndex = v_line_data.g;
38
37
 
39
38
  // 设置弧线的底色
40
39
  if(u_linearColor == 1.0) { // 使用渐变颜色
41
40
  gl_FragColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber);
41
+ gl_FragColor.a *= v_color.a;
42
42
  } else { // 使用 color 方法传入的颜色
43
43
  gl_FragColor = v_color;
44
44
  }
45
45
 
46
46
  // float blur = 1.- smoothstep(u_blur, 1., length(v_normal.xy));
47
47
  // float blur = smoothstep(1.0, u_blur, length(v_normal.xy));
48
- gl_FragColor.a *= opacity;
49
48
  if(u_line_type == LineTypeDash) {
50
49
  float dashLength = mod(v_distance_ratio, v_dash_array.x + v_dash_array.y + v_dash_array.z + v_dash_array.w);
51
50
  if(dashLength < v_dash_array.x || (dashLength > (v_dash_array.x + v_dash_array.y) && dashLength < v_dash_array.x + v_dash_array.y + v_dash_array.z)) {
@@ -73,7 +72,7 @@ void main() {
73
72
  float u = fract(arcRadio * count - animateSpeed * count);
74
73
  // float u = fract(arcRadio * count - animateSpeed);
75
74
  if(u_animate.x == Animate) {
76
- u = gl_FragColor.a/opacity;
75
+ u = gl_FragColor.a/v_color.a;
77
76
  }
78
77
 
79
78
  float v = v_line_data.a; // 线图层贴图部分的 v 坐标值
@@ -86,7 +85,7 @@ void main() {
86
85
  pattern.a = 0.0;
87
86
  gl_FragColor = filterColor(gl_FragColor + pattern);
88
87
  } else { // replace
89
- pattern.a *= opacity;
88
+ pattern.a *= v_color.a;
90
89
  if(gl_FragColor.a <= 0.0) {
91
90
  pattern.a = 0.0;
92
91
  }
@@ -119,9 +119,8 @@ vec2 interpolate (vec2 source, vec2 target, float angularDist, float t) {
119
119
  }
120
120
 
121
121
  void main() {
122
-
123
-
124
122
  v_color = a_Color;
123
+ v_color.a = v_color.a * opacity;
125
124
  vec2 source = radians(a_Instance.rg);
126
125
  vec2 target = radians(a_Instance.ba);
127
126
  float angularDist = getAngularDist(source, target);